glTexSubImage2D v. glTexImage2D

I have some code which runs on Linux with no problems, but core dumps on OS
X. The code plays back movie frames.
On OS X the program dumps in glTexSubImage2D. If I use glTexImage2D() in
its place it works fine.
The way the code works, the first time through the render path
glTexImage2D() is called. Subsequent visits to the same code call
glTexSubImage2D() instead to update the existing texture. As I said this
works just fine on Linux.
My question is: if a path through GL code works with glTexImage2D() should
it not be the case that you can swap in glTexSubImage2D() for all but the
first call? (assuming the texture is not deleted yada yada).
Also, what exactly is the difference between calling glTexSubImage2D() and
glTexImage2D() on the Mac when you're updating the entire image?
(NOTE: I'm using GL_TEXTURE_RECTANGLE_ARB in case it matters).
Here's the call stack:
#1 0x08f16630 in gleTextureImagePut_FastUbyte ()
#2 0x08ee8cc0 in gleTextureImagePut_Fast ()
#3 0x08ee8a48 in gleTextureImagePut ()
#4 0x08eee2d4 in glTexSubImage2D_Exec ()
#5 0x92da6364 in glTexSubImage2D ()
Program received signal EXC_BAD_ACCESS, Could not access memory.
Yes, I'll file a bug report if need be.
Thanks for any help.
-Jim
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